Permafrost's world is built by hand and stays the same in every game, so a spot on the interactive map is the same spot in yours. It holds 35 named places and 4,477 spots of 156 kinds, sorted into 10 layers.
The named places are 7 safe zones, 13 exploration zones, 4 caves, 5 scavenging areas, 4 cold zones and 2 meeting places. The safe zones are Church, Crow's Nest, Horizon, Sonnenberg's Clinic, The Last Stand, Solar Power Plant and Technocrats Colony. When you die, the game offers to respawn you at the nearest safe zone. Horizon is the first safe zone you reach, through a short cave from the ravine where the game starts, and it is a No Build Zone. The regions named on the map are Woods, The Estate, Maple Island, Solar Facility, Urban District, White Hell and Skyscrapers. A cold zone is colder than the land around it, and a banner tells you when you walk into one.
Fast travel posts stand at Horizon, Solar Power Plant, Church, Crow's Nest and The Last Stand. Each is a wooden post with a sled. Walk up to it and unlock it, which you only do once. From then on you can travel between the posts you have unlocked, except during combat or a severe snowstorm. Traders can be met around the world: Anna, Condor, Dr. Sonnenberg, Eric Hirsch, General Trader, Jeremiah Crow, Logan Boyce, Robyn, Skinwalker, The Mule and The Rat Queen.
The map opens with places, fast travel posts and traders switched on. Turn on Resources to plan a mining run around 1,357 boulder and tree spots, from Rock Boulders to Moonrock Boulders. Turn on Loot containers to plan a looting route through 1,955 spots, from Frozen bodies to Military crates. Notes and recordings marks 49 recipe notes, each teaching a recipe, plus 36 recordings and notes. Loose items, Shelter and stations, Breakables and Wildlife show single items to pick up, beds and workbenches, pallets to break and places where animals roam. Pan and zoom to move around, switch layers on or off in the panel, and search for a place by name. The address keeps your current view, so you can share it.
Named places on the Permafrost map
Safe zones
| Name | Spots nearby | Nearest fast travel post |
|---|---|---|
| 193 | Here | |
| 107 | Here | |
| 175 | Here | |
| 203 | Here | |
| 263 | Horizon (about 230 m) | |
| 89 | Church (about 300 m) | |
| 3 | Here |
Exploration zones
| Name | Spots nearby | Nearest fast travel post |
|---|---|---|
| 57 | Horizon (about 450 m) | |
| 36 | Horizon (about 200 m) | |
| 18 | Church (about 250 m) | |
| 66 | Last Stand (about 120 m) | |
| 32 | Church (about 140 m) | |
| 72 | Church (about 110 m) | |
| 21 | Church (about 240 m) | |
| 66 | Church (about 260 m) | |
| 29 | Last Stand (about 40 m) | |
| 37 | Horizon (about 90 m) | |
| 201 | Crow's Nest (about 110 m) | |
| 5 | Solar Fields (about 290 m) | |
| 114 | Church (about 170 m) |
Caves
| Name | Spots nearby | Nearest fast travel post |
|---|---|---|
| 46 | Horizon (about 160 m) | |
| — | Church (about 430 m) | |
| 72 | Horizon (about 120 m) | |
| 56 | Church (about 320 m) |
Scavenging areas
| Name | Spots nearby | Nearest fast travel post |
|---|---|---|
| 53 | Horizon (about 280 m) | |
| 21 | Church (about 380 m) | |
| 1 | Horizon (about 230 m) | |
| 111 | Horizon (about 220 m) | |
| 71 | Church (about 150 m) |
Cold zones
| Name | Spots nearby | Nearest fast travel post |
|---|---|---|
| 45 | Church (about 320 m) | |
| 55 | Crow's Nest (about 280 m) | |
| 34 | Church (about 250 m) | |
| 38 | Church (about 360 m) |
Meeting places
| Name | Spots nearby | Nearest fast travel post |
|---|---|---|
| 211 | Crow's Nest (about 170 m) | |
| 87 | Solar Fields (about 90 m) |
Fast travel points
| Post | Named place | Type of place |
|---|---|---|
| Fast Travel: Horizon | Horizon | Safe zone |
| Fast Travel: Solar Fields | Solar Power Plant | Safe zone |
| Fast Travel: Church | Church | Safe zone |
| Fast Travel: Crow's Nest | Crow's Nest | Safe zone |
| Fast Travel: Last Stand | The Last Stand | Safe zone |
Traders
Regions
| Region | In-game journal |
|---|---|
| A perilous stretch of frozen wilderness that regular Metropolis citizens abandoned years ago, deeming it too treacherous for scattered survivor groups to safely traverse. In their absence, nature has seized control: the forest now thrives with life, from swift foxes to packs of wolves and massive bears. For those brave or desperate enough to venture here, prime hunting grounds and valuable natural resources await, though every step deeper carries the very real threat of becoming prey yourself. Scattered throughout are remnants of the old world: hunting towers hunting towers with their ladders mysteriously gone and caves offering temporary refuge, abandoned woodcutter camps and military outposts slowly consumed by Cold Zones, and frozen convoys that never reached their destination. At the heart of it all lies Hunter's Glade, once a thriving meeting place for hunters and a center of trade, now a frozen monument to a way of life lost to the endless winter. Woods are also, as every place these days, kind of a tomb: for those who failed to secure entry into the Slumber Project, the ones heading to Metropolis from elsewhere in promise of a better tomorrow and for those consumed by whatever lurks in the dark. | |
| Once a symbol of wealth and privilege, The Estate now stands as a stark monument to a bygone era. The Technocrats have fortified this decaying opulence, transforming the ruins into a formidable fortress with barricades of scrap metal, watchtowers constructed from salvaged materials, and a network of tunnels connecting the buildings. | |
| The heart of Metropolis—a complex of skyscrapers surrounding a city park, serving as the city's showcase and proof of its size and class. However, in the first years of Permafrost, it became clear that these places, despite their expensive high-quality materials, don't cope well with strong icy winds. | |
| A sprawling complex of rusted metal and cracked concrete, the Solar Facility stands as a monument to a failed attempt at sustainable energy. The once-pristine solar panels are now covered in grime and snow. Scavengers have repurposed the facility, establishing a precarious foothold amidst the decaying infrastructure. | |
| The remains of a once-busy city district, now swallowed by snow, silence, and the dangers that moved in after civilization fell. | |
| A brutal stretch of permanent cold, where the wind bites harder than any blade and every step toward Maple Island feels earned. | |
| — |
Main quest
Animals
| Animal | Spots | Skinning |
|---|---|---|
| 2 | Bear Pelt | |
| Bison | — | — |
| 4 | Boar Pelt | |
| 1 | Fox Pelt | |
| 4 | Moose Pelt | |
| 2 | Bison Pelt | |
| — | Hare / Rabbit Pelt | |
| Rat | — | Hare / Rabbit Pelt |
| 4 | Deer Pelt | |
| 2 | Wolf Pelt |
Map layers
| Layer | Kinds | Spots |
|---|---|---|
| Places | 8 | 166 |
| Travel | 1 | 5 |
| People | 2 | 18 |
| Resources | 9 | 1,357 |
| Loot containers | 24 | 1,955 |
| Notes and recordings | 2 | 85 |
| Loose items | 87 | 460 |
| Wildlife | 7 | 19 |
| Shelter and stations | 6 | 133 |
| Breakables | 10 | 279 |
Resource boulders
| Boulder | Pickaxe | Spots |
|---|---|---|
| Stone Pickaxe | 218 | |
| Stone Pickaxe | 200 | |
| — | 196 | |
| Flint Pickaxe | 163 | |
| Flint Pickaxe | 137 | |
| Flint Pickaxe | 136 | |
| — | 109 | |
| — | 54 |
Find it on the map
Places
Travel and traders
Resources
- Resources
- Rock Boulder
- Flint Boulder
- Iron Boulder
- Coal Boulder
- Sulfur Boulder
- Copper Boulder
- Gold Boulder
- Moonrock Boulder
- Tree
- Wooden pallets
- Plastic pallets
- Pile of rubble
- Bush
- Stack of planks
- Rock Shard
Loot containers
- Loot containers
- Frozen body
- Military crate
- Suitcase
- Locker
- Electric Box
- Toolbox
- Wooden crate
- Medical Supply Box
- Damaged Car
- Office cabinet
- Bag
- Fridge
- Quality crate
- Insulated Crate
- Damaged Van
- Trash containers
Notes and recordings
Loose items
- Loose items
- Mushrooms
- Wood
- Plastic Junk
- Metal Junk
- Rags
- Oil
- Moonshine
- Wire
- Beer
- Cloth
- Beef Jerky
- Military Bandage
- Wooden Arrow
- Bucks
- Panacea
- Can of Tuna
- Scrap
- Car Medkit
- Canned Beans
- Energy Drink
- Juice
- Bag of MRE
- Methyl Alcohol
- Oil Lamp
- Whiskey
- Electric Parts
- Bag of Chips
- Vodka
- Can of Soup
- Frozen Pizza
- Honey
- Surgical Spirit
- Granola Bar
- Medkit IFAK
- Batteries
- Dried Fruit
- Small Bottle of Vodka
- Wine
Shelter and stations
Breakables
Wildlife
Quests
- Quests
- A New Beginning
- Breaking the Radio Silence
- Closer to the Sun
- Dog Days
- Dressed for White Hell
- Electric Sheeps
- Feel The Heat
- Gardener, Mechanic, Tribal, Spy
- Grumpy Friend
- High Frequency
- Horizon's Kitchen
- House Camp Flipper
- House into a Home
- New Home
- Parking Zoo
- Stolen Treasure
- Suit Up
- The Guided Tour
- The Last Stand
- The Way Home
- Tower of Finn
- Where it all began
- "Wabbit" Season
- Bonanza
- Dude, where is my car?
- Ethan's Past
- Forgotten Tribute
- Helicopter, Helicopter
- Hopes and Dreams
- Hour of the Wolf
- Into the Dark
- Ladders 101
- Lost Connection
- Nothing Left to Moose
- Oh, Deer
- On Boar'd
- Return to Hunter's Glade
- Rise Above the Cold
- Separated
- The Lost Wife
- The Muskox
- There Were Six of Us
- Tonight… We Hunt!
- Wages of fear
- What Does The Fox Say
Named places
- Bunker 21
- Bunker Checkpoint
- Church
- Crow's Nest
- Horizon
- House Camp
- Greenhouse
- Hunter's Glade
- Military Area
- Nomad Camp
- Rat Queen's Crossing
- Shattered Convoy
- Sonnenberg's Clinic
- Crater
- The Crater's Military Convoy
- The Last Stand
- Woodcutters Outpost
- Bone Cave
- Charles' Park
- Renegade Camp
- Convoy of Couriers
- Promenade (House Camp)
- Improvised Radio Tower
- Landscar Cave
- Municipal Parking
- Frozen Pond
- Rift Cave
- Candlelight Inn
- Shallow Rift
- Solar Power Plant
- Technocrats Colony
- Water Tower
People
Recordings and notes
- Ethan's Past #1
- Ethan's Past #2
- Ethan's Past #3
- Final Message – Green eyed blizzard
- From Connie to Brian (1)
- From Connie to Brian (2)
- From Connie to Brian (3)
- From Connie to Brian (4)
- From Connie to… Anna
- Green-eyed Blizzard
- Helicopter's Pilot Confession
- Hopes And Dreams: Recording #1
- Hopes And Dreams: Recording #2
- Hopes And Dreams: Recording #3
- Ladders 101: A Fallen Man's Message
- Ladders 101: Message from the boss
- Liam's Confession #1
- Liam's Confession #2
- Recording – Final Hours Before Sleep
- Recording – Scientists’ Log: The Forgotten Ones
- Recording – The Awakening
- Recording – The Night of Crystal Moonlight
- Recording – Victor Kain's Dual Speech
- Return to Hunter's Glade
- Scavenger's Checklist
- Snowmobile Promise
- The Lost Wife #1
- The Lost Wife #2
- The Lost Wife #3
- There Were Six Of Us: Blackbird and Kite
- There Were Six Of Us: Magpie
- There Were Six Of Us: Urban Birds
- To Chuck <3
- When the Sky Turns Red